Setup

Create a deck of Cards and a deck of Contracts. Assign anyone to be the Dealer.

You can print only the contracts and use a standard deck of cards. Only use the numbers 1 to 10, not the face cards. For the purposes of this game, the Ace is considered the lowest card (a “1”).

Objective

The game ends when the deck of contracts is empty. (There are too few contracts left to setup the round.)

Players sum the scores on all their contracts. A faceup contract scores its plus points; a facedown contract score its minus points. Highest score wins!

Gameplay

Play happens in rounds. Each round has three simple phases: DEAL, PLAY and SCORE.

Deal

The Dealer …

The Dealer calls out one suit OR number as the wildcard for this round.

Now take clockwise turns from the Dealer picking contracts. Continue until all players have passed.

Example of the DEAL phase: lay out cards, pick wildcard, pick contracts.

Play

Keep taking clockwise turns from the Dealer until everyone is out of hand cards.

On the Dealer’s turn only, they start by flipping a facedown card faceup.

Then, on your turn, you must play a hand card.

Either its suit or its number must match all adjacent cards.

There are a few exceptions to this.

Example of the PLAY phase: play valid cards (depending on neighbors), or discard if you can't.

Score

All players check if their contracts have been met.

Finally, a few clarifications on terminology in the contracts:

The Dealer moves one player clockwise. Next round!

Example of the SCORE phase: what exactly is meant by some of the harder contracts, and how this impacts scoring (at the end).

Upgrades

Played the game a few times and ready for more challenge? You’re in the right place! Try any of the expansions below.

Variant: 2 Players

With 2 players, it’s recommended to increase the number of cards per round.

Variant: Switchy Suits

This is a variant that requires no extra material.

On your turn, you’re also allowed to switch contracts.

Full Flood

This expansion adds action cards ( = extra material to print and cut).

These trigger a certain ability or rule, usually when played. They explain themselves.

Straight (Hand)Shake

This expansion adds more (special) contracts ( = extra material to print and cut).

These contracts add a few more options and variations. Most importantly, some also add rules or powers while you have the contract. They explain themselves.